blitz2k NFL Blitz 2000 Gold Edition


Immagine gioco: NFL Blitz 2000 Gold Edition
   
Immagini disponibili::




 Descrizione 
Nome romset blitz2k.zip
Anno di produzione: 1999
Produttore: Midway Games

Genere del gioco: Sport
Categoria: Sport / Football Americano

 Emulazione 
Questo gioco funziona correttamente in MAME Questo gioco funziona correttamente in MAME
In MAME dalla versione: .077u2
Salvataggio state: Supportato
Stato dell'emulazione: Buono
Emulazione colore: Buono
Emulazione sonoro: Buono
Emulazione grafica: Buono
Il driver di questo gioco in MAME č: seattle.c - Leggi il codice

  Dati tecnici 
Questo gioco usa un solo schermo:
  Tipo di grafica: Raster
  Orientamento schermo: Orizzontale
  Risoluzione del gioco 640 x 480 @ 57.000000
Numero di giocatori: 4P simultanei
Controllato con:
  Joystick
Numero di pulsanti: 3
La scheda di questo gioco usa 6 CHIP
NomeTipoClock
R5000 (little)cpu150000000
ADSP-2115cpu16000000
Speakeraudio
Speakeraudio
DMA-driven DACaudio
DMA-driven DACaudio


 Dati Scheda 
Il ROMset si compone di 2 ROM
Riferito alla versione MAME: 0.154

NomeDimensioniCRC32SHA1FunzionamentoNel romset
sound102.u9532768bec7d3ae db80aa4a645804a4574b07b9f34dec6b6b64190d good blitz2k
bltz2k14.u32524288ac4f0051 b8125c17370db7bfd9b783230b4ef3d5b22a2025 good blitz2k


:  Gioco Parent
:  Gioco Clone
:  BIOS

Le dimensioni del file blitz2k.zip sono 128.1 Kbytes (compresso)
Questo gicoo usa CHD
Dati Supporto
Dimensioni: 6448619520 bytes/6149.88 Mb
Cilindri:784
Testine:255
Settori:63
SHA1 Disco:e89b7fbd4b4a9854d47ae97493e0afffbd1f69e7
Dati CHD
Nome:blitz2k.chd
Dimensioni: 619474133 bytes/590.78 Mb
MD5 CHD:
SHA1 CHD:e89b7fbd4b4a9854d47ae97493e0afffbd1f69e7

La scheda del gioco ha 10 opzioni configurabili via dipswitch

In grossetto i valori predefiniti

NomeValore
Coinage SourceDipswitch
 CMOS
CoinageUSA 1
 USA 2
 USA 3
 USA 4
 USA 5
 USA 6
 USA 7
 USA ECA
 France 1
 France 2
 France 3
 France 4
 France 5
 France 6
 France 7
 France ECA
 German 1
 German 2
 German 3
 German 4
 German 5
 German ECA
 U.K. 1 ECA
 U.K. 2 ECA
 U.K. 3 ECA
 U.K. 4
 U.K. 5
 U.K. 6 ECA
 U.K. 7 ECA
 Free Play
UnknownOff
 On
Power Up Test LoopOne Time
 Continuous
Joysticks8-Way
 49-Way
Graphics Mode512x385 @ 25KHz
 512x256 @ 15KHz
Graphics Speed45 MHz
 47 MHz
 49 MHz
 51 MHz
Players2
 4
Power On Self TestNo
 Yes
Test SwitchOff
 On


 Informazioni 
HISTORY

NFL Blitz 2000 (c) 1999 Midway Games.


- DATI TECNICI -


Midway Seattle hardware


Processore Principale : R5000 (@ 150 Mhz)

Processore Audio : ADSP2115 (@ 16 Mhz)

Chip Audio : (2x) DMA-driven (@ 16 Mhz)


Giocatori : 4

Controllo : Joystick a 8 direzioni

Pulsanti : 3


- CURIOSITA' -


Pubblicato nell'Ottobre 1999.


I nomi delle bellissime cheerleader sono Marci, Brooke, Paige, Kathleen, Gretchen e Jennifer.


- CONSIGLI E TRUCCHI -


* Potenziamenti : Inserisci i seguenti codici nella schermata di Tonights Matchup..

Cheat -- Effetto

4-2-1 Su -- Difesa potenziata

3-1-2 Su -- Attacco potenziato

4-0-4 Sinistra -- Velocità potenziata

2-3-3 Su -- Squadra potenziata

0-0-1 Destra -- Misuratore di punt

5-5-5 Destra -- Pioggia

3-2-3 Sinistra -- Pallone rosso, bianco & blu

0-0-1 Giù -- Mostra % Field Goal

3-1-2 Sinistra -- Blocker potenziati

3-2-1 Giù -- Ricevitori non evidenziati

4-2-3 Giù -- no fumble casuali

1-5-1 Su -- No Punting

1-1-5 Sinistra -- Niente selezione

3-4-4 Su -- No intercettazioni

2-1-1 Sinistra -- è permesso uscir fuori dai limiti

2-2-2 Sinistra -- Sempre QB

2-2-2 Destra -- Sempre Ricevitore

0-5-0 Destra -- Pallone grande

2-0-0 Destra -- Testa grande

2-0-3 Destra -- Teste grandi(squadra)

3-2-1 Sinistra -- Senza testa

2-1-0 Su -- No primo Downs

0-1-2 Giù -- niente assistenza CPU

4-3-3 Su -- Invisibile

5-5-5 Su -- modalità Hyper Blitz

0-4-0 Su -- Testa enorme

1-0-2 Destra -- Nascondi nome del ricevitore

1-2-3 Destra -- Squadre senza testa

0-3-2 Sinistra -- Turbo running veloce

2-5-0 Sinistra -- Passaggi veloci

3-3-3 Su -- Disabilita sempre QB / Ricevitore

2-1-2 Giù -- modalità Dearanged Blitz

2-1-2 Sinistra -- Cielo limpido

1-4-1 Destra -- giocatori della squadra grandi

3-1-4 Giù -- CPU intelligente

0-2-1 Destra -- Mostra più campo

5-2-5 Giù -- Nevicata

0-4-5 Su -- Modalità Super Blitz

1-2-3 Sinistra -- Super Field Goals

4-2-3 Destra -- Modalità Super Passing

3-1-0 Destra -- Giocatori magri(squadra)

1-1-1 Giù -- Modalità torneo

5-0-0 Sinistra -- 'Spegni' lo stadio

3-2-3 Su --Modalità Ultra Hard

5-2-2 Giù -- Portatore di palla non identificato

2-2-3 Destra -- Illimitati Throws

5-1-4 Su -- Illimitato Turbo


* Playbook (schemi) delle squadre ( : Inserisci i seguenti codici nella schermata di Tonights Matchup..

Password -- Effetto

1-0-4 Sinistra -- Arizona Cardinals Playbook

1-0-2 Sinistra -- Atlanta Falcons Playbook

1-0-3 Sinistra -- Baltimore Ravens Playbook

1-0-4 Sinistra -- Buffalo Bills Playbook

1-0-5 Sinistra -- Carolina Panthers Playbook

1-1-0 Sinistra -- Chicago Bears Playbook

1-1-2 Sinistra -- Cincinatti Bengals Playbook

1-1-3 Sinistra -- Cleveland Browns Playbook

1-1-4 Sinistra -- Dallas Cowboys Playbook

1-1-5 Destra -- Denver Broncos Playbook

1-2-1 Sinistra-- Detroit Lions Playbook

1-2-2 Sinistra -- Green Bay Packers Playbook

1-2-3 Su -- Indianapolis Colts Playbook

1-2-4 Sinistra -- Jacksonville Jaguars Playbook

1-2-5 Sinistra -- Kansas City Chiefs Playbook

1-3-1 Sinistra -- Miami Dolphins Playbook

1-3-2 Sinistra -- Minnesota Vikings Playbook

1-3-3 Sinistra -- New England Patriots Playbook

1-3-4 Sinistra -- New Orleans Saints Playbook

1-3-5 Sinistra -- New York Giants Playbook

1-4-1 Sinistra -- New York Jets Playbook

1-4-2 Sinistra -- Oakland Raiders Playbook

1-4-3 Sinistra -- Philadelphia Eagles Playbook

1-4-4 Sinistra -- Pittsburg Steelers Playbook

1-4-5 Sinistra -- San Diego Chargers Playbook

1-5-1 Sinistra -- San Fransisco 49ers Playbook

1-5-2 Sinistra -- Seattle Seahawks Playbook

1-5-3 Sinistra -- St. Louis Rams Playbook

1-5-4 Sinistra -- Tampa Bay Buccaneers Playbook

1-5-5 Sinistra -- Tennessee Titans Playbook

2-0-1 Sinistra -- Washington Redskins Playbook


* Personaggi nascosti : Inserire i seguenti codici come nomi per il vostro giocatore (nome e codice pin) per giocare la prossima partita con uno dei personaggi della seguente lista

Nome - PIN -- Giocatore

ALIEN - 1111 -- Alieno

BOXER - 2111 -- Boxer

BRAIN - 1111 -- Brain

EDDIE - 3333 -- Eddie

MOOSE - 1111 -- Moose

CURTIS - 1111 -- Curtis

PIRATE - 1111 -- Pirata

PUNKB - 2112 -- Punk 1

PUNKR - 1221 -- Punk 2

RAIDEN - 3691 -- Raiden

SAD - 1111 -- faccia triste

SHRUNK - 6666 -- testa piccola

MXV - 1014 -- MRV

SKULL - 1111 -- Teschio

LEX - 7777 -- Lex

SMILE - 1111 -- faccia felice

TREX - 1111 -- T-Rex

DINO - 1111 -- Triceratopo

RALPH - 1111 -- lupo

THUG - 1111 -- Thug



- SERIE -


1. NFL Blitz (1997)

2. NFL Blitz '99 (1998)

3. NFL Blitz 2000 (1999)

4. NFL Blitz 2001 (2000, Nintendo 64)

5. NFL Blitz 2002 (2002, Nintendo Game Cube)

6. NFL Blitz 2003 (2002, Nintendo Game Cube)

7. NFL Blitz Pro (2003, Nintendo Game Cube)


- STAFF -


Staff: Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli

Cinematics / Game intro - Creative Media : Chris skrundz (editore), Jim Tianis (Produttore), Tim Moran (animazione 3-D ed effetti speciali)


- CONVERSIONI -


* Console:

Nintendo 64 (1999)

Sega Dreamcast (1999)

Sony PlayStation (1999)

Nintendo Game Boy Color (1999)


- FONTI -


Rom del gioco.


Giochi Simili

Attenzione: I dati di history.dat potrebbero essere diversi da quelli riportati nel resto della scheda (tratti da MAME), in quanto provenienti da fonti diverse.

 MAMEINFO.DAT 
Informazioni su blitz2k

0.77u2 [Aaron Giles]


Artwork available

HardDisk required


Bugs:

- Cannot change settings in test mode (always fails). geforcefly (ID 04504)

- blitz2k, blitz99: The game comes at the point the first match should start but remains in this state. Scagazza (ID 00974)


WIP:

- 7th December 2009: Mr. Do - Here is NFL Blitz 2000 artwork that I had completed some time ago, but never got around to adding them in.

- 0.84u2: Changed description to 'NFL Blitz 2000 Gold Edition'.

- 0.81u6: Aaron Giles fixed incorrect sound pitch in Blitz 99/2k.

- 0.79u2: Replaced Custom sound with 2x DMA-driven DACs.

- 0.78u4: Changed region cpu2 to sound1.

- 0.78: Aaron Giles fixed timer change that broke Blitz 2000.

- 0.77u3: Aaron Giles added speedups to Blitz and Blitz 2000. Changed ADSP2115 CPU2 clock speed to 16MHz and visible area to 512x400. Added dipswitches 'Graphics Mode' and 'Graphics Speed'.

- 7th December 2003: Aaron Giles speedups to NFL Blitz and NFL Blitz 2000 and did various other bug fixes and cleanups in the Seattle driver.

- 0.77u2: Aaron Giles added NFL Blitz 2000 (Midway 1999).

- 30th November 2003: Aaron Giles added NFL Blitz and NFL Blitz 2000 to the Seattle driver.

Informazioni su seattle.c (Driver MAME)


0.77 [Aaron Giles]


TODO:

- Carnevil: Lets you set the flash brightness; need to emulate that


Bugs:

- [possible] You can only play against 3 different teams after entering initials. DJ Infinity (ID 01460)


WIP:

- 0.150: Avoid conflict [David Haywood]. Modernized SMC91c9x device [Osso].

- 0.149: Added harddisk device.

- 0.147u1: Oliver Stöneberg fixed potential out of array access in video\voodoo.c logerror() (MAME crash when try to read the voodoo region).

- 0.145u7: Aaron Giles fixed crash before OK in Seattle driver.

- 0.130: Aaron Giles fixed DCS2 speedup handler so it doesn't get lost during a memory remap. This should give a slight speed bump to the Seattle/Vegas games and to War Gods.

- 0.125u7: Aaron Giles added save state support to the Seattle games and CAGE audio system. SMC91C9x Ethernet & Modem Controller [Aaron Giles]: Converted to proper device. Updated seattle and vegas drivers to allocate devices. Added separate 91C96 device for eventual 'San Francisco Rush 2049' use. Cleaned up code. Added save state support to the smc91c9x emulator. Fabio Priuli updated the Seattle driver which shared some input code.

- 0.125u2: Aaron Giles fixed Seattle games carnevil and sfrush crash on startup.

- 0.120u1: Aaron Giles created new module polynew.c which combines triangle setup, rasterization and Voodoo-like multiprocessor support. Coverted Gaelco3D, Midway V-Unit, Namco System 22 and Voodoo drivers over to the new system.

- 0.119u4: Aaron Giles added code to detect potential hotspots in the 64-bit DRC. Added hotspots to all the Seattle games and several of the Vegas games. Aaron Giles updated Voodoo code to use the new work functions. It now queues small scanline chunks as independent items rather than using shared items. Updated code to also copy some parameters to allow for greater overlapping of emulation and rendering.

- 0.119u3: Aaron Giles added "top 20" dedicated rasterizers for all the Seattle games and Gauntlet Legends/Dark Legacy. These improve rasterization performance by another 10-20%. Aaron Giles fixed several more bugs in the 64-bit MIPS recompiler. It is now capable of running the Seattle games and the 3D Gauntlets.

- 0.119u2: Changed palettesize from 65536 to 0 colors.

- 0.113u2: Zsolt Vasvari updated Voodoo-based games to use the new video timing code and newer MAME timers.

- 0.102u3: Changed visible area to 640x480.

- 0.101u2: Aaron Giles added MMU support to the non-drc MIPS3 emulator. Converted the Killer Instinct, Seattle, Vegas, and Hyper Neo-Geo 64 drivers to a proper physical memory layout. Disabled the drc MIPS3 core until MMU support is added there as well.

- 0.91u1: Aaron Giles fixed bug in memory system introduced in 0.91, this was breaking at least Killer Instinct, the Seattle driver and Where's Wally.

- 7th January 2005: Aaron Giles - I've quoted 10GHz as what you would need to run the Seattle games full speed, and that may be a little on the low side. People have asked for multiprocessor support in MAME, but the way MAME is architected, there isn't too much that can realistically be offloaded to a second processor. For most games that are currently slow in MAME, there is one big bottleneck that can't really be split. For Seattle, it's the R5000 emulation, which even by itself won't run full speed on less than 5GHz. Now, with some work, the Voodoo emulation could be made to run on a second processor, which would get you closer to full speed on a dual core machine, but it's still not going to get you all the way there. In MAME's general architecture, there's not much room for splitting things up. The only obvious place is on the video side. The code that renders tilemaps, sprites, and polygons into the frame buffer could potentially be made to run on a second processor; however, that code by necessity accesses buffers which would need to be copied so that they aren't modified while the first processor continues the CPU emulation during the rendering phase. If these buffers are large, then you're not buying yourself time because the copying eats the cache and slows down first processor. Once the data is in the frame buffer, the code which draws it to the screen could be made to run on a second processor without much ado; however, apart from demanding artwork compositing, that's not going to save you a whole lot of time in the grand scheme of things. Sound emulation these days isn't a large percentage of games' time. Even the discrete sound system, which is demanding, isn't too bad because the games which use it tend to run on fairly ancient hardware. Finally, everyone likes to think that multi-CPU games could obviously make use of multiple processors, but this isn't the case. In theory you could run each CPU on a separate processor, but then you have thrown all synchronization between the processors to hell. It's rather difficult to explain why unless you have actually written multithreaded code and understand how timing and interrupts work in MAME, but it's definitely not possible in a completely generalized system. You might be able to make it work for certain games with a lot of synchronization, but you're really asking for trouble. And then, because every OS schedules threads and processors differently, you will have a host of bugs which only happen on certain systems or under certain conditions which are not globally reproducible. It's just not worth it. So, in short, I expect there will eventually be an interest in adding some multiprocessor support to MAME, but it will not be the pill to end all your performance woes.

- 0.84u3: Aaron Giles cleaned up and reorganized the DCS sound module. This required changing the way ROMs are loaded for all of the DCS-using games.

- 0.84: Aaron Giles added some newly discovered PIC IDs to the Seattle driver.

- 0.82u2: Added machine\smc91c9x.c/h. Seattle update [Aaron Giles]: Added more extensive documentation on the various boardsets, constants for the GT64010 and all interrupts and ethernet device interrupt support. Made the IDE controller visible on the PCI bus, formalized support for the "widget" board used in Vapor TRX & California Speed, hooked up CMOS protection bit, corrected sfrushrk audio CRCs and hooked up hard disk and marked San Francisco Rush and Vapor TRX as working. New implementation of SMC91C94 ethernet controller. Only loopback mode supported.

- 0.81u6: Seattle update [Aaron Giles]: Added a diagram of interrupt sourcing. Fixed incorrect checksums on SF Rush: The Rock audio ROMs. Added support for DCS HLE downloading via FIFO (used by Vegas games). Fixed incorrect sound pitch in Blitz 99/2k.

- 0.81u5: Seattle update [Aaron Giles]: Improved VBLANK interrupt handling. Cleaned up handling of DMA operations. DMA operations now properly pause if they can't write to the voodoo. Now returning proper PCI IDs for the bridge device. Mapped more inputs and dipswitches for Biofreaks. Fixed clock speed for Wayne Gretzky's 3D Hockey. Cleaned up memory maps. Added Vapor TRX to the supported games. Added entries for Hyperdrive and SF Rush: The Rock (no hard disks ATM). Fixed slow Seattle boot times caused by recent IDE change. DCS2 upload command HLE optimization (to make driver easier to work with). midwayic.c: Added faux support for setting the real time clock (to pass diags) and implemented crude loopback in UART (to pass diags).

- 10th April 2004: Aaron Giles added some HLE to the sample upload commands in the DCS2 system, speeding up the Seattle games somewhat.

- 9th April 2004: Aaron Giles fixed the slow booting in the Seattle driver by recent IDE change.

- 0.78: Aaron Giles added sound auto acknowledgement option and fixed initial sound IRQ state (Midway IC). Fixed reporting of input full/output empty states (Midway DCS audio board).

- 0.77u3: Seattle (and related) improvements [Aaron Giles]: Added ADSP2104 variant to the ADSP2100 core. Fixed ROM loading code in the ADSP2100 core. Fixed several minor bugs that affected Biofreaks and California Speed. Included several dipswitch fixes from Brian Troha. Fixed input ports for California Speed and SF Rush. Increased default visible area to handle Biofreaks. Added speedups to Blitz and Blitz 2000. Made sure the IDE controller waits a minimum amount of time before generating an interrupt. The IDE controller features buffer is now filled in completely. Fixed code that reads the bus master status register from a word offset. Tweaked the Midway PIC handling so that Biofreaks can read its serial number. Changed the mechanism for DCS to report buffer full/empty states. Added IOASIC support for buffer full/buffer empty interrupts from DCS. Added preliminary DCS support for ADSP-2104-based sound. Added code to clip the Voodoo vertexes to 1/16th of a pixel increments. Fixed writes to the palette RAM on the Voodoo. Fixed small errors in the Voodoo rendering when bilinear filtering. Fixed handling of local alpha blending on the Voodoo.

- 7th December 2003: Aaron Giles added the ADSP2104 variant to the ADSP2100 CPU core, fixed several minor bugs in the Seattle driver that affected Biofreaks and California Speed (but they're still not fully working), added speedups to NFL Blitz and NFL Blitz 2000 and did various other bug fixes and cleanups in the Seattle driver.

- 0.77u1: Roman Scherzer updated the Seattle driver with new Hard Drive SHA1s.

- 0.77: Added seattle.c driver. Known issues: Atari games timing is not quite right.

- 5th November 2003: Aaron Giles finally submitted the Seattle driver last night. Not everything's 100%, but 4 games are playable. Well, playable being a relative term for how much you can stand playing games at 20-30% of full speed on a 3GHz machine. Also, I did manage to improve Offroad Challenge... the terrain is correct, but there is still a bug that clips out the cars. CAGE is coming along, but sounds horrible at the moment. But at least San Francisco Rush has some music, if you define music as a random sequence of notes coming out of your speaker at various times.

- 2nd November 2003: Aaron Giles turns out that San Francisco Rush uses the CAGE audio system (shared by Primal Rage and T-Mek), guess he will try to get that working again as well. He's thinking there is a bug in the TMS32C031 core, and he's hoping he can find it so that Offroad Challenge might fall into the playable category as a side-effect. He also continue working on the 3dfx emulation.

- 31st October 2003: Aaron Giles submitted several of the Seattle games. He managed to play all the way through CarnEvil (~50-60% full speed on my 3GHz machine and that's the fastest Seattle game I have). Also got another Seattle game just up and running.



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